In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.

For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

As promised, I'm starting the recruitment for Way of the Wicked game.
Usual disclaimer - I am not very experienced and can occasionally get confused by the rules. I do try to be reasonable and seek compromise in disagreements where it's possible. Another warning is that the game is not going to be fast. I will try to post once a day but various things will be going on in my life during the next 6 months and I am not able to give a hard commitment to it.
This is going to be my first attempt to introduce house rules in the game. In addition to the normal character creation rules for this AP, I would like each player to pick one of the seven deadly sins which corrupts his character. Some people have expressed the intention to pick several sins. I am not sure how this will turn out, but I say go ahead and try it. The end goal is to have all sins represented in the party. The effects of the sins are detailed under the spoiler:

Sins:

Pride:
Boon: You find inspiration in succeeding against impossible odds.
Any time you, or creatures summoned or controlled by you, roll a natural 20 or confirm a critical hit, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: You feel devastated when you fail to overcome a challenge.
Any time you, or creatures summoned or controlled by you, roll a natural 1, you are sickened for the next round.

Greed:
Boon: you find pleasure in hoarding valuable objects, even ones you can't find use for.
So long as you wear purely decorative valuables worth 50gp at first level, you gain a +1 dodge bonus to AC and a +1 morale bonus on saving throws. At each next level, the amount necessary to get the bonus increases by 50gp times your new level, to 150gp at level 2, 300 gp at level 3 and so on, to a total of 10500gp at level 20.
Penalty: you cannot bear parting with your possessions.
Whenever you must part with an item worth at least as much, you are sickened for 1 round. Whenever such an item is taken away, you must immediately attempt to take it back by any means available or become nauseated for 1 round. You gain a +2 bonus on any rolls or checks made as part of that one action. If your attempt fails, you are sickened for 1 round.

Lust:
Boon: you can manipulate the lustful urges in others.
You gain a +1 on charisma-based checks when dealing with anyone who can potentially feel physical desire. You also get a +1 to DC of Enchantment(charm) spells cast by you. In addition, you gain the domain powers of the Lust domain as if you were a cleric of your level, based on your highest mental score.
Penalty: your impulse control leaves much to be desired.
You are vulnerable to enchantment(charm, emotion and compulsion). Whenever an effect grants a Will save, you have a -2 penalty. In addition, any morale or emotion-based penalties you suffer are increased by 1.

Envy:
Boon: you rejoice when you see others brought down.
Any time an ally or an enemy, whose CR is at least equal to your level-1 and who is not a minion, rolls a natural 1, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: the success of others fills you with loathing.
Any time ally or an enemy, whose CR is at least equal to your level-1 and who is not a minion, rolls a natural 20, you are sickened for the next round.

Gluttony:
Boon: you possess an uncanny ability to consume quickly and rapaciously.
By spending a full-round action, you can consume two identical ingestible items which you possess in rapid succession. This allows you to treat the effect as if it was enhanced by a metamagic feat with a level increase of +1 of your choice. You also get a +1 to saving throws vs. becoming sickened or nauseated. You also gain accelerated drinker and fortified drinker traits.
Penalty: normal-sized morsels always leave you hungry for the second helping.
Single doses of ingestibles only have half effect on you, rounded down to a minimum of 0. You also get a -2 penalty against checks vs. hunger, thirst or addiction.

Wrath:
Boon: death and suffering of others empowers you.
Whenever you deliver a killing blow, confirm a crit, deal ability damage, bleed or precision damage, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: you cannot stay calm under stress.
Each round you willingly waive an opportunity to attack an enemy in range (such as engaging in parley, hiding in cover or running away), you are sickened. The condition goes away after you take a hostile action or the combat ends.

Sloth:
Boon: You gain +1 to caster level on summoning and compulsion spells, and +1 to Charisma-based checks when bargaining or directing controlled creatures. You also gain +1 Will save against any compulsion or emotion spells and are allowed a save (but at -1 penalty instead of the bonus) vs. ones that normally don't allow saves.
Penalty: If the character takes a full-round action or a move and standard action, and he has already done so in the previous round, he suffers a -2 penalty to Strength and Dexterity for the next round. If he attempts to do the same while under the effect of this penalty, fatigued or while carrying a heavy load, he is staggered for the next round in addition to this penalty. In addition, any morale or emotion-based bonuses he receives are halved to a minimum of 0.

What follows is the official introduction to the AP:

Introduction:

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken.
You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.
What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…
No. No one has ever escaped from Branderscar Prison. This is where your
story ends.
What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord.
You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.
Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.
It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name
Asmodeus. He is simply “The Fallen” or “The Enemy”.
How did they catch me?
You tell us. You must pick a crime (there is a list provided below) that you were condemned for. There are only two requirements – you got caught and you really did it.
It’s not surprising that the Talireans (the people of Talingarde) caught you, though. Talingarde is a fiercely lawful and good society. Crime (especially heinous crime like yours) is not tolerated.

Character creation rules:
Ability Scores:
I recommend going with the Focus/Foible method.
Choose a Focus, an ability score at which you excel.
You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness.
You receive an 8 in that score.
The other four, roll 1d10+7 four times in order. There
are no rerolls or moving of ability scores. Those are your
other four scores.
If you don't like the result of this method, you can fall back to the 25-point buy.
Races: Unusual or monstrous races are not allowed. Races which only subtly differ from core races are allowed. I will let you know in advance if your race is the only unacceptable thing about your character, so that you can pick another one.

Classes:

All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below.
The Anti-paladin from the Advanced Player’s Guide is well suited thematically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. In this campaign, anti-paladins may be of any evil alignment. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the
‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property.
Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.
Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one
would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.
Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate indeed.
Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged.
Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god.
Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?
Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde.
Rangers will find that Humanoid (Human) and Out-sider (Good) are solid choices for their favored enemy.
Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

In addition, each character gets two extra skill points per level.

The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.
Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
Bards begin without their instruments.
Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture. Only if they escape from Branderscar prison will they have a chance to conduct the ceremony to acquire another.
Inquisitors and Oracles lack their holy symbol if they need one.
Summoners begin the game with their Eidolon un-summoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

The only allowed alignments are lawful neutral, lawful evil, neutral or neutral evil. Of those four align-ments, lawful evilis definitely the preferred choice. I am perfectly fine with everyone being lawful evil.

Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. Choosing this crime counts as one of your traits.

There is a further requirement and it is something of an intangible quality. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Perhaps right now, you may be experiencing a little cognitive dissonance.
This campaign is about breaking out of prison, joining an evil organization and then seeking revenge. Above, we recommend that characters be lawful evil. You may be asking yourself right now “how is breaking out of prison and getting revenge lawful?”
It isn’t.
Lawful evil is the recommended alignment not be-cause your character is obeying the laws of Talingarde but because your characters seek to impose a new order.
This is a campaign about joining an evil organization with a wicked agenda. Eventually, you
may even come to control that evil organization.
“Way of the Wicked” is a chance to play an unusual sort of character. You will play a burgeoning dark lord - someone who will rise from imprisonment and destitution to become one of the greatest villains of this age.
At first, you will be a minion in service to a sinister plot.
But eventually, you will be a minion no longer. You, if you can survive, will become the master.
And that is almost the definition of lawful evil.

Crimes of the Forsaken:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simplying choosing a crime, you should also consider how the crime was done. Was this a well-planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.
This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are
guilty. You have not been sentenced to the worse prison in Talingarde unjustly.
You are here because you deserve to be.

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire
yourself.
Punishment:Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment:Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class
skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment:Death by burning
Benefit:+2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment:Death by burning
Benefit:You receive a +1 trait bonus to Knowledge
(planes) and Knowledge (arcana) checks, and one of
these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment:Death by burning
Benefit:You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the
exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment:Death by hanging
Benefit:You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill.
Profession (Soldier) is always a class skill for you.

Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable.
Dueling was once common in Talingarde before the
House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment:Death by beheading
Benefit:You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you have attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment:Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined
the reputation of the Church or endangered the security of the realm.
Punishment:Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment:Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment:Death by beheading
Benefit:You receive a +1 trait bonus to confirm critical hits

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not con-tent to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment:Death by burning.
Benefit:You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment:Life at hard labor in the salt mines
Benefit:You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his
rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment:Death by drawing and quartering
Benefit:You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment:Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
Note:You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.
Punishment:Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly.Likely you are the sole survivor of your ship.
Punishment:Death by hanging
Benefit:You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action your-self. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment:Death by beheading
Benefit:You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment:Death by beheading
Benefit:You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobil-ity to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment:Death by beheading
Benefit:You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Hello all,
Not sure if this is the best place to post house rules for a 3rd party PFRPG product, but I figured it's a start.

So, I've decided to try and run this AP as PbP on these boards, but with a slight twist. I'd like to make the characters stand out in comparison with the usual evil creatures/NPCs. I want to make their commitment to evil so deep and intrinsic, that the good guys will have no second thoughts about defeating them. To that end, I have come up with nothing more original than having each PC being consumed by one of the seven deadly sins.

What follows are the house rules I've come up with to reflect that corruption mechanically. Please take a look at them and leave feedback if you think they are bad in some way. Each sin has a boon and a penalty, and they are meant to weaken the characters in some way to make up for the large party. Here goes:

Pride:

Boon: You find inspiration in succeeding against impossible odds.
Any time you roll a natural 20 or confirm a critical hit, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: You feel devastated when you fail to overcome a challenge.
Any time you roll a natural 1, you are sickened for the next round.

Greed:

Boon: you find pleasure in hoarding valuable objects, even ones you can't find use for.
So long as you wear purely decorative jewelry, clothing, or other adornments worth at least 5% of your WBL, you gain a +1 dodge bonus to AC and a +1 morale bonus on saving throws.
Penalty: you cannot bear parting with your possessions.
You are sickened for 1 round whenever you consume or give away an object worth at least 1% of WBL. If such an object is broken or taken from you by someone, you are forced to try and attack the offender in melee for 1 round.

Lust:

Boon: you can project your lustful urges upon others.
You gain a +2 on charisma-based checks when dealing with anyone who could potentially be attracted to you in any way. In addition, you gain the domain powers of the Lust domain as if you were a cleric of your level, based on your highest mental score.
Penalty: your impulse control leaves much to be desired.
You are vulnerable to mind-affecting effects. Whenever an effect grants a Will save, roll twice and take the worst result.

Envy:

Boon: you rejoice when you see others brought down.
Any time an ally or an enemy rolls a natural 1, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: the success of others fills you with loathing.
Any time an ally or an enemy confirms a critical hit or rolls a natural 20, you are sickened for the next round.

Gluttony:

Boon: you possess an uncanny ability to consume quickly and rapaciously.
You gain accelerated drinker and fortified drinker traits.
Penalty: normal-sized morsels always leave you hungry for the second helping.
Treat normal food and drink, as well as any consumable, as a drug that causes a normal addiction. Eating double portion of the meal or using two identical consumables in a row prevents the effect. Using a different consumable resets the effect.

Wrath:

Boon: death and suffering of others empowers you.
Whenever you deliver a killing blow, confirm a crit, deal ability damage, bleed or precision damage, you gain the effects of rage as the spell using your character level as the caster level.
Penalty: you cannot stay calm under stress.
Whenever you are unable to attack an enemy in combat, you are confused for one round.

Sloth:

Boon: you excel at making others do your bidding.
You gain +1 to caster level of conjuration and enchantment spells, and +2 to Charisma-based checks when bargaining or directing controlled creatures. You also gain an extra Will save against any spells that force you to perform actions against your will, including ones that normally don't allow saves.
Penalty: exertion finds you much quicker than normal.
Whenever you do a full-round action, or move and standard action in the same round, you are fatigued. If you are already fatigued, you become exhausted. If you are already exhausted, you become stunned. Spending a round doing nothing but free actions makes you immune to this effect for 1 round. Spending two rounds doing nothing but free actions cures one step of the condition. In addition, you automatically fail saves to become fatigued or exhausted.

Once I gather some feedback and refine this idea (or dump it altogether), I'll open a proper recruitment thread.
Much cheers to you all.

This is a recruitment for a campaign in progress, so some words about that first.
The campaign was started by DM Patcher, and I was originally in it as a player, but after a 2-month hiatus I've decided that I can try to take it over. I've only had one attempt of DM'ing a game before, so that's a near-fresh start for me.

Adventure synopsis:

The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world?

About the party:

The party is currently still at the start of the game, trying to escape the chase by the authorities, and the new joiners will rendez-vous with them at the safe house.

I would like to accept two more characters, which would cover the arcane and skill roles between themselves. I don’t necessarily expect a full caster and a rogue; I will be looking at how well any two characters fit together and to the party. Obviously, the current players will also have their say in the decision.

Now, what I mostly ask from you as a player, is a reasonably tolerant attitude towards fumbles which I am inevitably going to make as a novice DM. I will do my best to avoid getting in over my and the players’ heads with misguided creativity, but at the same time I’ll try not to regard the AP text as a holy scripture.

I don’t like hard deadlines for recruitment; I will set the deadline to a couple of days after I make my first few picks.

With all of the preamble out of the way, here are the character creation guidelines:

20 point buy, 1st level.
Core races plus tiefling only (tieflings are not very welcome in Westcrown, see the Player’s Guide for the details).
Two traits. It is required that you pick one from the campaign traits.
No evil characters.
Max HP at first level (roll or average thereafter).
Max starting gold.

I’m not going to expressly forbid ninjas and samurai since we already have a gunslinger, but in case you feel the need to submit one, I will pay special attention to how well the background places that character into the setting. To my mind, Westcrown is loosely based on early Renaissance Italian city-states.

Additionally, as you are going to start as recent inductees into the Children of Westcrown underground vigilante resistance cell, I would like your background to mention one deed your character has done that gave Arael (the resistance cell’s leader) the reason to seek you out and make you join their ranks. The deed should be suitably low-key for a first-level character.
Looking forward to your questions if you have any!